Applications

   
Applications

Post applications and only applications here. An example character sheet follows. Your application doesn't have to follow this format but do not use the sheets section for applications.

Replace with Character Name
Class: Put Class Here
Race:
Level: 1st
XP: 0
XP Bonus: Put XP Bonus Here
Alignment: Lawful

Attributes:
STR Ability Here [Modifier in Brackets]
INT 15 [+1] Example
WIS
DEX
CON
CHR

Armor Class: AC Here
Base Hit Bonus: BHB Here
Hit Points: Hit Points Here
Saving Throws Base Save Here
Languages: Common, Lawful, Orc

Abilities:
Example of spells
Spells: 1st (2)
Spellbook: 1st (Read Magic, Magic Missile**)

Coins: xx Gold Pieces, xx Silver Pieces, xx Copper Pieces
Equipment:
List your gear here

Encumbrance: Normal Gear 70 bls + armor and weapons




Onyx
Class: Ftr/Magic
Race: Elf
Level: 1st
XP:
XP Bonus:
Alignment: Lawful

Attributes:
STR 14 3 in 6 open doors
INT 13 +3 Lang.
WIS 13
DEX 14
CON 10
CHR 10 4 ret

Armor Class: 13
Base Hit Bonus: +1
Hit Points: 10
Hit Dice: 2 +1
Saving Throws: 14
Languages: Common, Lawful, Orc, Elf

Abilities:
Improved damage: +1 damage
Example of spells
Spells: 1st (2)
Spellbook: 1st (Read Magic, Sleep**)

Coins: 1

Equipment:
Leather Armor +2 25#
Shield +1
Long Sword 1d6
Spear 1d6
Short Bow
(24) arrows 1d6

BackPack
Small Sack
Flint & Steel
Torches
Water skin
Rope
3 days rations
Encumbrance: Normal Gear 70 bls + armor and weapons

Logan Silveraxe
Class: Fighter
Race: Human
Level: 1st
XP: 0
XP Bonus: 10% (fighter)
Alignment: Lawful Good

Attributes:
STR 11 [0]
INT 13 [0]
WIS 13 [0]
DEX 13 [0]
CON 10 [+1] (from Tough class feature)
CHR 6

Armor Class: 14
Base Hit Bonus: +2
Hit Points: 8
Saving Throws
Breath Attack (15) Poison or Death (12) Petrify or Paralyze (14) Wands (13) Spells or Spelllike Devices (16)

Languages: Common, Lawful, Orc

Abilities:
+2 to hit (Fighter, bhb fighter bonus)


Coins: 42 Gold Pieces, 0 Silver Pieces, 0 Copper Pieces
Equipment:
Battleaxe
Spear
Dagger
Chainmail
Backpack
Flint & steel
Torch
Rope, 50 ft
Rations, trail x4

Encumbrance: Normal Gear 70 bls + armor and weapons










Character
Berwinn Berrybasher
Class: Thief/Cleric
Race: Halfling
Level: 1st/1st
XP: 792/792 xp
XP Bonus: None
Alignment: Lawful


By Jarlain

Attributes:
STR 13 (+0)
INT 12 (+0)
WIS 14 (+0)
DEX 12 (+0)
CON 11 (+0)
CHR 13 (+0)

Armor Class: 14
Move: 6
Base Hit Bonus: +0
Hit Points: 5
Saving Throws 13
Languages: Common, Lawful, Orc, elves, gnomes, pixies, and sprites

Abilities:
When attacking with surprise, from behind, the Thief gains +4 to hit and inflicts double damage.
Backstab
Clerics can “Turn” the undead, making them flee from the Cleric’s holiness (or, in the case of an Evil Cleric, bringing them to heel as servants and minions).
Banishing Undead
Halflings receive +2 when firing missile weapons in combat.
Deadly Accuracy with Missiles
Halflings typically receive a defensive bonus of +2 to their AC in combat because they are hard to hit.
Hard to Hit
: When not engaged in combat, Halflings are hard to see and move with almost total silence.
Halflings get a 20% racial bonus to the thief stealth abilitly.
Near Invisibility
Thieves gain a +2 bonus on saving throws against devices, including traps, magical wands or staffs, and other magical devices.
Saving Throw: Thieves
Clerics get +2 on saving throws vs. death and poisons.
Saving Throw: Clerics
Halflings get +4 on saving throws vs. death and poisons.
Saving Throw: Halflings
Climb: 85%
Fine Tasks: 35%
Stealth: 49%
Hear: 2 in 6

Spells: 1/0/0

Level: 1
Duration: Permanent
Range: -
-
Cure Light Wounds


Coins: 5 Gold Pieces, xx Silver Pieces, xx Copper Pieces
40 gp, 50 sp, and 30 cp

Equipment:
Leather Armour
Shortbow
20 arrows -8
Mace
Backpack
Lantern
Oil (5)
Thorvol, the Helmcracker (fine sword of some sort)

Encumbrance: Normal Gear 70 lbs + armor (25) and weapons (16)




Jacob Grimm- Fighter/ Cleric

Jacob Grimm
Class: Fighter/Cleric Race: Dwarf Level: 1st XP: 552 XP Bonus: +15% max
Alignment: Lawful

Attributes:
STR 15 [+1] INT 9[0] WIS 16[+1] DEX 10 [0] CON 10 [+1 Tough Ability] CHR 9[0]

Armor Class: 14 Chain wt 50 cost:30 Base Hit Bonus: +2 Hit Points: 12 Saving Throws: 13
Languages: gnome,goblin, orc,kobold,common Coins: 72gp 500sp

Abilities:
Spells: 1st (1) -----Spell List: 1st (Cure Wounds)
Racial---Dwarves gain an extra +1 to hit when fighting orcs and goblins---Dwarves are good at spotting traps,slanting passages, and new construction while underground. They have a 3 in 6 chance to detect such phenomena---Being short, Dwarves receive a defensive bonus of +4 to their AC in combat against humanoids that are larger than man size---Dwarves are somewhat immune to magic;Dwarves get +4 on saving throws vs. magic, +2 on saving throws against death and poisons.
Weapons:
Warhammer 1d6 wt 10 cost:5
Spear 1d6 wt 10 cost:2
Sling 1d6 wt 1 cost:2
-20 stones/pouch wt - cost:2

Backpack
-blanket 1
-10 candles 5sp
-lantern 10
-rope 1
-3xtrail rations 3
-pipe with pouch of smoking tobacco
-flint and steel
waterskin 1
Total Weight:71, Move:9 Theme: http://youtu.be/XLaFLztnL84

Jacynth
Class: Fighter/Magic-User
Race: Elf
Level: 1st
XP: 0
XP Bonus: 0
Alignment: Lawful

Attributes:
STR 12 [+1 Fighter class]
INT 10 [+0]
WIS 11 [+0]
DEX 13 [+0]
CON 07 [+1 Tough]
CHR 09 [+0]

Armor Class: +2
Base Hit Bonus: +1
Hit Points: 9
Saving Throws 14
Languages: Common, Lawful, Orc

Abilities:
Spells: 1st (2)
Spellbook: 1st (Read Magic, Magic Missile**)

Coins: 4 Gold Pieces, 0 Silver Pieces, 0 Copper Pieces
Equipment:
Leather Armor
Dagger 1d6
Spear 1d6
Short Bow (no arrows)

BackPack
Small Sack
Flint & Steel
Torches
Water skin

Encumbrance: Normal Gear 70 lbs + 27 = 97




meerkat

Farnsworth Tinkerton
Class: Thief / Cleric
Race: Halfling
Level: 1st
XP: 202
XP Bonus: +15% (Wisdom +5% ~ Class Attribute (Wis) +5% ~ Class Attribute (Dex) +5%)
Alignment: Lawful

Attributes:
STR 13 [Avg.]
INT 14 [Avg.]
WIS 16 [+1]
DEX 17 [+1 ToHit Missile / +1AC]
CON 15 [+1]
CHR 11 [Avg.]

Armor Class: 15
Base Hit Bonus: +3 (missiles only)
Hit Points: 7
Saving Throws -no clue- (+6 vs death & poisons)
Languages: Common, Lawful, Elves, Gnomes, Pixies, and Sprites.

Abilities:
THIEF:
Climb @ 85% +5% (Dex) = 90%
Fine Tasks @ 35% +5% (Dex) = 40%
Stealth @ 29% +5% (Dex) +20% (Racial) = 54%
Hear @ 2 in 6 chance
Read Languages @ *not until level 3

CLERIC:
Spell Availability: 1 First Level
Prayed for: Cure Light Wounds
*Turn Undead:

Coins: Gold Pieces: 0, Silver Pieces: 0, Copper Pieces: 0
Equipment:
WEAPONS & ARMOR
+ Leather Armor
+ Short Bow
Quiver/Arrows: IIIII IIIII IIIII IIIII
+ Dagger


BACKPACK
+ Trail Rations: I
+ Water Skin
+ Flint & Steel
+ Thieves Tools


Encumbrance: Normal Gear 70 bls + armor and weapons




Landrail Willowleaf
Class: Magic User/Cleric
Race: Elf
Level: 1st/1st
XP: 0
XP Bonus: 10%
Alignment: Lawful

Attributes:
STR 11
INT 8
WIS 15 [+1]
DEX 9
CON 13
CHR 7

Armor Class: 12[leather armor]
Base Hit Bonus: +0
Hit Points: 4
Saving Throws 13[+4 on saves vs magic][+2 on saving throws vs. death and poisons.]
Languages: Elves are able to speak with gnolls, goblins, orcs, and hobgoblins

Abilities:




Magic User Spells per day: 1st (2)
Spell book: 1st (Read Magic, Sleep)
Memorized: Sleep x2
Cleric Spells per day: 1st (1)
Spells memorized : 1st (Cure Light Wounds)

Coins: 0 Gold Pieces, 0 Silver Pieces, 0 Copper Pieces
Equipment:
Leather Armor [AC:+2, weight: 25lb Cost:15gp]
Sling with pouch of 20 stones [Damage:1d6, Weight: 1lb Cost:3 gp]
sword [Damage:1d6, Weight: 10lb Cost:10 gp]
Rations, trail (day) 1gp
Sack (15 pound capacity) 1gp


Encumbrance: 31 pounds of gear





Cure Wounds (reversible)
Level: 1
Duration: Permanent
Range: Touch
When this spell is cast, the cleric touches one character or creature (or himself) and heals it of 1d6+1 hit points of damage. Alternatively, this spell also cures paralysis; it will not heal damage and paralysis in the same casting.

Cause Wounds (reverse of cure wounds) causes 1d6+1 hit points of damage to a being if the caster can touch the opponent.

Read Magic
Level: 1
Duration: 1 turn
Range: 0
By means of read magic, the caster can decipher magical inscriptions on objects, books, scrolls, weapons, and the like, that would otherwise be unintelligible. This does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the caster has read the magical inscription, he thereafter is able to read that particular writing without recourse to the use of read magic. All spell books are written such that only the elf or magic-user who owns the book can decipher it without the use of this spell

Sleep
Level: 1
Duration: 4d4 turns
Range: 240’
A sleep spell causes a magical slumber to come upon creatures with 4+1 Hit Die or fewer. The caster may only affect 1 creature if it has 4+1 HD, but the spell willotherwise affect up to 2d8 HD of creatures. Calculate monsters with less than 1 HD as having 1 HD, and monsters with a bonus to HD as having the flat amount. Hit Die that are not sufficient to affect a creature are
wasted. Creatures with the fewest HD are affected first. Sleeping creatures are helpless and can be killed instantly with a blade weapon. Slapping or wounding awakens an affected creature, but normal noise does not. A saving throw vs. spells negates.





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